Character Stats: Guardian 5⦁ +25 health⦁ Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft⦁ Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action.

Virtues:⦁ Expert - Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)⦁ Berserker - When within 25% HP of your character’s maximum health, they become immune to CC.⦁ Brave - Decreases the required threshold to pass a fear CC check by -2.⦁ Stern - Increases your character’s intimidation rolls by +2.⦁ Animalistic - You may calm a hostile non-boss beasts by rolling a Nature challenge check. (Once per event)⦁ Nature's Gift - Your character has a +4 to nature based challenge checks.⦁ Fencer - Increases your character’s Dueling Attack die by +2.⦁ Agile - Increases your character’s Dueling Defense die by +2.⦁ Martinet - Your character may reroll any die that lands on a 1 during a Dueling Attack roll.

Vices:⦁ Plain II - Your character cannot attempt charm or seduction social challenge rolls.⦁ Crass II - Your character cannot successfully pass an etiquette challenge check.⦁ Heavy II - Your character cannot be carried during combat.⦁ Mean II - Your character can no longer plead or persuade other characters.⦁ Pariah II - Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are and they take double the DP damage to social options against them.⦁ Stinky II - Your party cannot use Seduction challenge checks.⦁ Stubborn II - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.⦁ Illiterate II - Your character cannot pass knowledge challenge checks.⦁ Hotheaded II - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful. Your character must always accept the challenge of a duel and will attack any that attempt to step in their way. ⦁ Old I - (Negates Rejuvenation) Increases wound duration by +1 week.⦁ Weakness to Light I - Your character suffers a -8 to light challenge checks.⦁ Weakness to Arcane I - Your character suffers a -8 to arcane challenge checks.

Weapons:⦁ Axes: D: 2d10 (crit 7-10 +2)Riposte[3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied. Blade Dance[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.

⦁ Throwing Axe: D: 1d10 (crit 7-10 +2)Flaming Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.Range: 20ft

Class: Warrior

Prestige Class: -

Class Abilities:⦁ Wildheart[2]: The Druids shifts into its animal form for the next three turns dealing an additional +2 die to its basic attacks. This is a minor action.⦁ Blood Frenzy[1]: The warrior enters into a state of battle trance. For two turns, the warrior deals an additional +5 to max and +3 to mod damage on all basic attacks. The warrior also heals themselves for half the damage dealt.⦁ Heroic Leap[1]: The warrior may leap down upon a target that is within ranged area of damage. This leap allows them to jump over targets that may be blocking a path. The leap also deals 2d15 damage to the target. Range: 20ft

Equipment: -

Alchemist Bag and Soldier Pack: -

Veteran Traits: -

COMMANDER MODE

Rank: Emberward

Subunit: Sunspear

Troop Choice: Swordsmen

Troop Abilities:⦁ Dual WieldingCost: 1 Commander PointBonus: Increases the damage dealt by +10 max and +10 mod but reduces troop total by -20.⦁ Defensive Stance[1]Cost: 1 Commander PointBonus: The swordsmen may enter into a protective stance giving them a 50hp shield for a single turn.